Legendary Magic Missile?


Gamer Life General Discussion


This has been something of an urban legend around here, and i would like to know if someone else noticed it or even exploited it at some point.
This twist on the rules was based on the old ed of D&D basic, the one with the 5 colored boxes : Basic,Expert,Companion,Master and Immortal if their names hasn't been changed from the original print, i don't know.

Anyway, back in those days a wizard (any class except Elves,Halflings and Dwarves) could go as high as 36th level.
Now, Magic Missile was still a level 1 spell,only it did 1d6+1 per bolt and released 2 additional bolts/5 levels (3 bolts-level 6 / 5 bolts-level 11 / 7 bolts-level 16 and so on....for a total of 15 bolts -level 36)

Now the fun part: this spell could be hold in stand by while the mage casted another charge. He could stack charges on one another while casting the next ones.
A charge could be hold for 1 turn, or 10 rounds, but a 36th level wizzy could memorize 9 level 9 slots, so to cast all of them in the first 9 rounds while the already casted waited.

This means a wizard could stack 135 magic missiles, releasing all of them in the 9th round (after casting the last), that can be fired on the same target and automatically hit, for a total of 135d6+135 damage.

As far as i remember there was no SR in that ruleset.

Is this legend true?

Grand Lodge

No.

The Exchange

I never saw that one before.

The Exchange

Magic Missile
Range: 150'
Duration: 1 round
Effect: Creates 1 or more arrows

A magic missile is a glowing arrow, created and shot by magic, which inflicts 2-7 (1d6+1) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the magic-user and hovers there until the magic-user causes it to shoot. When shot, it will automatically hit any visible target. It will move with the magic-user until shot or until the duration ends. The magic missile actually has no solid form and cannot be touched. A magic missile never misses its target and the target is not allowed a Saving Throw.

For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th level magic-user may create three missiles. The missiles may be shot at different targets.


Crimson Jester wrote:

Magic Missile

Range: 150'
Duration: 1 round
Effect: Creates 1 or more arrows

A magic missile is a glowing arrow, created and shot by magic, which inflicts 2-7 (1d6+1) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the magic-user and hovers there until the magic-user causes it to shoot. When shot, it will automatically hit any visible target. It will move with the magic-user until shot or until the duration ends. The magic missile actually has no solid form and cannot be touched. A magic missile never misses its target and the target is not allowed a Saving Throw.

For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th level magic-user may create three missiles. The missiles may be shot at different targets.

In my edition of the "redbox" the desciption of the spell says "Duration: 1 turn" which i'm pretty sure somewhere else was said to be 10 rounds.

Maybe it has been a tranlation issue.

The Exchange

I liked how you put it, though. It makes them actually seem powerful at high levels. And it takes a legitamet time to make it powerful.

Of course, you'd still have the problem of too many missles hitting someone.

Sovereign Court

1 means your turn...it's a round, but the spell ends the moment your turn ends...

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